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Old 09-06-2006, 11:57 PM
Zuesrooster
Fire Beetle
 
Join Date: Mar 2006
Location: NYC
Posts: 20
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Thanks for the reply. I will look into Stuns and bashing. This would only fix interrupts with the mob taking damage, not sure if that includes damage from a DoT or not will have to see if DoT damage uses this method or not. Does 60% chance of breaking root from a spell seem too high? Another thing I am looking to do is I remember in eqlive, and been told by a couple of old guild mates that when you get hit you character moves ever so slightly, that a strategy to help channel was stand against a wall. Playing mostly a bard I never had to really worry about that. Does anyone else remember this? If so would you happen to know how much you move? I would like to implement that also.
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  #2  
Old 09-07-2006, 05:27 AM
vales
Discordant
 
Join Date: May 2006
Posts: 458
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It may seem a bit too high since there are root spells certain classes get later on that last up to three minutes. Shamans come to mind on that one. There's a popular technique Shamans use called "Root Rotting". They basically solo this way, and it would be a bit difficult for them to do so if root were to break with 60%. If it were say, 50% then it would have a more unpredictable feeling as when it were to break, so maybe that would be better. Not to mention that certain classes get AA Root abilities.

This is where the channeling skill comes into play. Higher channeling makes for better casting. I can vouch for that fact simply because I was in Lower Guk with my cleric doing the stupid faction quest for the Wood Elf illusion crown. My tank would literally pull the whole zone, and the casters and I would back up into the corner and AE like mad. Since you get knocked back when you get hit, having your back against a wall or something helped with the casting immensely. :p If I needed to tap a mob, I would use a quick stun spell just for the faction hit, too. I was down there for literally two months. :/

You only move backwards depending on the effect. Melee damage (stun/bash) didn't really knock you back a whole lot, but the knockback effect (weapon procs, spells) did push you back much more, visually. That's why on raids or simple grouping, it's advised never to stick a mob into a corner or wall for the simple fact that a simple knockback can push it inside.

DoT damage never has a knockback effect. It just has that % chance of breaking root. Bard mezzes made the mob randomly skip around about as much as a stun/bash. I never understood that though. :p Also, remember bard bellow songs do have a knockback effect, so it does interrupt spell casting.

Basically, I would say that you move about half a step on physical bash/stuns. But on spell/proc knockbacks, you would move a whole step or so. The casting effect should be interrupted of they can't make a successful stun save by getting pushed back from melee and spells (Agility). And for casters, the higher the DEX the easier it is to get spells off since it helps with channeling. The channeling skill just adds to the "cushion".
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Old 09-07-2006, 03:35 PM
InsaneWallaby's Avatar
InsaneWallaby
Sarnak
 
Join Date: Nov 2003
Posts: 55
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From my memory, I would have to say you move an inch (~2.5 cm) to two inches (5 cm) or so if you were talking in real life terms for each hit. So, obviously, if Mr. Froglok and his company of 10 are smacking you 30 times per spell, you won't get a spell off since you're moving about the height of an wood elf per cast attempt.

If you want proof of this, remember velious and luclin with the 248903824904289402 hp creatures, and how they would be pushed around zones and off cliffs and into clipping planes on those 80 person raids and summon everybody beneath the world? Fear plane had this problem, too--always had to keep them away from the wall. Well, there's your proof.
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